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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-31 03:49:38 +0400
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2013-08-31 03:49:38 +0400
commit29f6616d609fbd92cf313b0fdec555c2fcb4ede0 (patch)
treee0c9500368c5210071cb841ea86f5674b0cf6f25 /intern/cycles/render/session.h
parent60ff60dcdc9f43891fb8a19e10f9bb7964a539bf (diff)
Cycles: viewport render now takes scene color management settings into account,
except for curves, that's still missing from the OpenColorIO GLSL shader. The pixels are stored in a half float texture, converterd from full float with native GPU instructions and SIMD on the CPU, so it should be pretty quick. Using a GLSL shader is useful for GPU render because it avoids a copy through CPU memory.
Diffstat (limited to 'intern/cycles/render/session.h')
-rw-r--r--intern/cycles/render/session.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/intern/cycles/render/session.h b/intern/cycles/render/session.h
index 0874bfee780..8cff64def4e 100644
--- a/intern/cycles/render/session.h
+++ b/intern/cycles/render/session.h
@@ -53,6 +53,8 @@ public:
int start_resolution;
int threads;
+ bool display_buffer_linear;
+
double cancel_timeout;
double reset_timeout;
double text_timeout;
@@ -72,6 +74,8 @@ public:
start_resolution = INT_MAX;
threads = 0;
+ display_buffer_linear = false;
+
cancel_timeout = 0.1;
reset_timeout = 0.1;
text_timeout = 1.0;
@@ -91,6 +95,7 @@ public:
&& tile_size == params.tile_size
&& start_resolution == params.start_resolution
&& threads == params.threads
+ && display_buffer_linear == params.display_buffer_linear
&& cancel_timeout == params.cancel_timeout
&& reset_timeout == params.reset_timeout
&& text_timeout == params.text_timeout